﻿using SlimDX.Direct3D11;

namespace JamesZhao.Engine.Graphics.Effects
{
    public class TerrainMaterial : Material
    {
        private const string EffectPath = ShaderPath + "TerrainGenGBuffer.fx";


        public TerrainMaterial(GraphicsDevice device) : base(device, EffectPath)
        {

        }
    }
    public class ClampLuminanceMaterial : Material
    {
        public const string EffectPath = ShaderPath + "ClampLuminance.fx";
        public ClampLuminanceMaterial(GraphicsDevice device)
            : base(device, EffectPath)
        {
            MinLuminanceVar = ScalarVariables["_minLum"];
            SizeVar = VectorVariables["_size"];
            InputVar = ResourceVariables["_input"];
        }

        public EffectResourceVariable InputVar { get; set; }
        public EffectVectorVariable SizeVar { get; set; }
        public EffectScalarVariable MinLuminanceVar { get; set; }
    }
}